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#5180062 The basics of explaining concepts and ideas

Posted by jbadams on 13 September 2014 - 07:31 AM

Have you read this recently published article?  "Communication is a game development skill".


It contains some useful information, especially if you're planning to discuss your concepts after explaining it.



In addition to the above:

  • Use standardised/common terminology rather than making up your own terms when possible.  Try to avoid using a commonly understood term in a way that is different than normal, as this will confuse people.
  • Take the time to explain any unusual terminology.
  • If you're having a forum discussion and need to add additional information or correct something after others have responded it's often better to add your corrections or new information in a new post rather than editing an older post, as editing the older post can sometimes make the conversation difficult to follow.


Hope that helps! :)

#5180044 how to balance my game?

Posted by jbadams on 13 September 2014 - 05:37 AM

Some reading material for play testing:

You might consider getting more data about your game by using a testing tool such as "Viewback"embedding a web server in your game, or by rolling your own analytics.



Hope that helps! :)

#5178276 Unreal engine 4 free for students !

Posted by jbadams on 05 September 2014 - 06:00 AM

Try the official Unreal website:


Unreal Engine 4 Goes Free for Academic Use (blog entry)

Unreal Engine "education" page

"Education" section of the Unreal Engine FAQ


"The engine can be installed and used on all school-owned computers, and personal copies can be provided free of charge to all students enrolled in accredited video game development, computer science, art, architecture, simulation, and visualization programs."


You just need your professor or teacher to contact Unreal using the form on the website.



#5178270 Inexpensive, relevant game development IDE for the classroom?

Posted by jbadams on 05 September 2014 - 05:29 AM

You may not still be looking in to this, but Unreal Engine 4 is now free for academic use.

#5176399 Welcome your new Visual Arts forum moderator

Posted by jbadams on 27 August 2014 - 05:17 AM

We have a new moderator for the Visual Arts forum: riuthamus


He's a skilled artist and very helpful community member, and we hope you'll give him a fantastic welcome to the new role! :)

#5175996 Game Engine Advice Thread

Posted by jbadams on 25 August 2014 - 07:41 AM

It could be worthwhile, but it's a topic that can be hard to give general answers to, because "the right engine" depends on the specifics on the project (target platform(s), game type, features, etc.), the skills and experience of the developer (languages known, tools they're able to use effectively and efficiently, whether they're looking to learn something new or just want to be productive, etc.), the resources the developer has available (can they afford certain engines, can their computer run certain options, etc.), and the personal preferences of the developer (do they dislike certain languages or development platforms, etc.).



A well written, reasonably objective look at the strengths and weaknesses of popular options could be useful though.

#5175991 TBSRPG

Posted by jbadams on 25 August 2014 - 07:29 AM

Quoted from your other topic:



I am played all of games and watching game videos everyday. So game designing is my job, you just read my idea.


Playing a lot of games and watching videos does not make you a game designer, it makes you someone who has an interest in games.


...and a quote from this topic and one from your other topic:



I will just give you game idea, you will do the job and you will gain the money.


I am just designing a game, a coder must make it.


That isn't how development works.  Programmers (especially skilled ones) don't just make games for random people on the internet.  You either need to pay them, or you need to learn some useful development skills so that you're able to actually contribute to a team and work with others.



This sort of rambling and disorganised topic also isn't productive.  This forum is here for you to discuss ideas, collect feedback, and improve your designs or improve your craft by associating with other designers -- just dumping information isn't a productive way to do that.



I'm closing this topic Beaten to the close! -- you may start another one if you wish, but you should try to be more productive and actually discuss things rather than just rambling.

#5175235 You're a witch/demon hunter/slayer. You're likely to carry...

Posted by jbadams on 21 August 2014 - 05:45 AM

Any idea how I might implement some form of fragmentation grenade in a low fantasy medieval setting?

Black/gun powder?  Something magic?


In what way do you feel candles would be superior to a torch specifically? I'm not aware of any properties 'wax' might have, but you seem to be hinting that it might.

I don't think they're superior in general -- if you're just after good lighting or an ignition source they're inferior -- I was suggesting them as an additional item rather than a replacement for a torch.  They have some potential uses that a torch might not though -- you might need a more subtle light-source, or multiple light-sources, or as mentioned they may be required for certain rituals.  I didn't have any specific properties of wax in mind, but figured anything might make a potential spell ingredient.  Wax could also be used to contain things or to coat something that would otherwise be dangerous to handle directly.


Interesting. Are you aware of any trope where this would be applicable?

Unfortunately I can't remember the specific example, but I do recall encountering a monster in an AD&D campaign which was vulnerable to glass weapons.

#5174959 Procedual level generation for a platformer game (tilebased) using player phy...

Posted by jbadams on 20 August 2014 - 03:52 AM

Maybe take a read through how to make insane, procedural platformer levels and procedural level generation for a 2d platformer for some ideas. :)

#5174913 You're a witch/demon hunter/slayer. You're likely to carry...

Posted by jbadams on 19 August 2014 - 09:17 PM

You might also take some cues from the TV series 'Supernatural'.  It got a bit silly and focussed on a few specific stories later on, but started off as a more serious show where the main characters travel around hunting a variety of monsters and supernatural beings.



One of the first things that comes to mind thinking about that series is that the two brothers travelled in a car, keeping a variety of weapons and equipment in the boot/trunk -- will the hunter in your game have access to something similar, or are we restricted to equipment that can be carried on his/her person?


Characters in the show typically own (and pass on) journals detailing the monsters they have hunted, making these journals invaluable sources of information on the habits, strengths, and weaknesses of any monsters that have been previously hunted successfully.



Most of these have already been mentioned, but I'll try to expand upon them with some possible uses.


Rope could be used:

  • to tie up people -- because they're aiding or summoning monsters, or because they're somehow controlling something that wouldn't otherwise be evil -- or to tie up monsters.
  • to hold doors shut OR prevent them from being closed.
  • to gain access to difficult-to-reach areas; climbing down/up, getting across a drop, etc.
  • to create traps; snares, slings, swinging blades or weights, etc.
  • as an improvised weapon.



Shovels might be needed:

  • to dig something up.  Maybe you need to dig up a corpse to destroy or bind a spirit.  Maybe you need to dig up some artefact.
  • to bury something.  Maybe certain monsters need to be buried as part of the process of destroying them, or maybe just as a temporary measure whilst you find a more permanent solution.
  • as an improvised tool to jam a door shut or open, to break a lock, etc.
  • as an improvised weapon.

Rather than a simple shovel however, might I recommend an entrenching tool.  They're basically a smaller folding/collapsible spade/pick combination, and are therefore easier to carry than an ordinary shovel but should have more potential uses.



Mirrors can be used:

  • to see around corners.
  • to verify vampires (assuming they don't reflect in your setting) or other creatures which don't reflect or may be revealed in a reflection.
  • as a distraction; reflecting light on a wall or the ground, or to blind someone/something be shining it in the eyes.
  • to reflect certain creature's special talents; a Medusa's petrifying gaze for example. 


Explosives can be used:

  • to open or close things.
  • to destroy artefacts, creatures or bodies.
  • as a distraction.
  • as a very brief light-source.  Might even be blinding to certain monsters.


Candles can be used:

  • as a light source.
  • as a distraction, either by placing it somewhere to be seen as a distraction, or to cover up or provide a new smell. 
  • for rituals to summon or dispel things, or perhaps to strip the power from something.
  • as a basic defence against something with a particular fear of or weakness to fire.
  • to provide melted wax for sealing things, as an ingredient for a spell or ritual, to stick something in place, etc.


A large/long leather coat can be used:

  • as clothing (providing warmth, covering up some of the other equipment you're carrying, etc.)
  • to smother a fire.
  • to hide things, or cover something that might be dangerous to touch.
  • as an improvised bag or pouch to carry something.
  • as a somewhat poor source of fuel to start a fire (for signalling, or just to burn things) if nothing else is available.
  • to plug a small gap (drainage pipes, small windows, etc.)


A magnifying glass can be used:

  • to read small writing.
  • to light a fire if sunlight is available, or to focus any other type of light; maybe you need more focussed moonlight for a particular ritual for example.

and, if broken can be used:

  • as an improvised cutting tool or weapon.  Maybe certain monsters even have a weakness to glass in the same way as some are vulnerable to silver.
  • as a simple trap or alarm; scatter it on a hard floor and listen for the crunching, maybe also hurting an opponent's feet.
  • as a distraction; throwing pieces (or the whole thing) to make a noise, or visually to distract something attracted to shiny/reflective things.
  • as a spell component; some rituals might require glass (perhaps powdered) as an ingredient.


A monster hunter would want to have good, strong, practical clothing.  Possibly reasonably nondescript, an with plenty of places to carry/hide their other equipment.  They might have things like wrist/ankle/arm-pit holsters or sheaths, boot-knives, etc.



What sort of monsters will your game actually feature, and what weaknesses might those creatures have?  Silver has been mentioned a lot because it is commonly a weakness of certain well-known monsters, but does it apply to yours?  The items carried by your character should be based on known weaknesses of creatures (s)he might face.



Hope some of those ideas help! :)

#5174181 Dendy games copyright

Posted by jbadams on 16 August 2014 - 05:50 PM

Tom Sloper has a post on his very helpful website dealing with this: Sloperama FAQ#61: So You Wanna Clone Somebody's IP :)

#5174040 GML Code crash when pathing (memory problem?)

Posted by jbadams on 15 August 2014 - 10:52 PM

Moving you to our APIs and Tools forum. smile.png

dejaime's idea sounds like a good one.  Basically, you want to check if the player has already created a path within x amount of time (I'd start with 500ms/half a second 200ms/5 times per second - test from there to see if you need a shorter or longer time for the game to feel responsive and to avoid the problem) and simply ignore the additional input if they already have -- this shouldn't make any difference to game play and should avoid a lot of unnecessary calculation if the player "spams" the right mouse button.


I do own a copy of Game Maker: Studio (it uses it's own language called GML for future reference dejaime) but haven't spent a lot of time experimenting with it, so I'm afraid I can't really offer a specific example either, but the basic idea should provide a good starting point.  Let us know if you can't figure it out and if no one else chimes in I'll fire up GM:S and see if I can put together an example for you.



Hope that helps! smile.png

#5172228 How would the graphics be if...

Posted by jbadams on 08 August 2014 - 02:58 AM

75,000 doesn't go far in professional development, but as a hobbyist -- doing most of the work as a solo developer, or working with a small volunteer team -- it's a reasonable budget that you could probably stretch quite far.


You could buy Unity Pro for $1,500 and then get one of the numerous RPG starter kits from their asset store for around $100 or less (I found 3 within that price bracket with a quick search: 1 ($65), 2 ($30), or 3 ($70) and there are presumably more available) to save you some development effort.  Obviously you would need to look at the feature sets, check out reviews and make sure what you were purchasing was suitable for your needs, but this is a reasonably cheap way to get a head-start on your development.  You would obviously then also need to learn to use program using one of the languages supported by Unity (C#, UnityScript, or Boo) and to use the editor and your chosen starter kit.



You might then look into purchasing some royalty free stock models to start putting content into your game.  These are "generic" models that you don't have exclusive rights to, so they might appear in other games and may need some tweaking to be suitable for your project.  Sticking with the Unity Asset Store to look for a couple of examples, a quick search turns up Fantasy Horde - Enemies as a package of 10 assorted enemies you could use in your game for $100, and Fantasy Treasure Loot Kit which claims to have "298 treasure prefabs" for $45.  I listed the normal prices for these items, but both packages are currently on sale for 65% off and 50% off respectively, so if you're patient and willing to do some research you can obviously save quite a bit of money.  Looking for a couple more examples outside of the Unity Asset Store, we have the Frogames CS:Warriors and Commoners package available in the GDNet Marketplace, which offers a set of parts that can be assembled to make your own characters for $150, and at Gamedevmarket.net we can find a Male Mercenary model for $10.


That's quite a lot of graphics for your game for just $305.  However, if you now go back and look through all of the linked models, you'll see that although they all look good, they're not all the same graphic style and might look odd if you put them together in the same game.  You would need to spend more time searching for things that match well, or spend time adjusting them (this would mean investing time learning another skill, and possibly investing in some modelling software) to make the style match.  You might also need to add animations specific to your game, and are likely to have to adjust things like scale and format of stock models.


It's also likely that you might want some characters or items made specifically for your game, which would involve hiring an artist -- this usually ends up quite a bit more expensive than using stock assets, but if you find a good artist and negotiate correctly should get you exactly what you want, and potentially (depending on the specifics of your negotiated agreement) gets you exclusive use of your assets.



Note that I'm not actually suggesting any of the above as the best approach for you -- I just thought it might be valuable to provide a worked example that shows what you could potentially pull together with a reasonably small amount of money -- buying all of the above would still leave you with a lot of work to be done and still plenty more assets before you had a good, complete game, but by looking through those links you now have an idea of the quality of assets you can get for certain prices.


Before you go out and purchase any of the above be sure to research alternatives -- I just grabbed the first promising links from search results to illustrate the possibility.



Is it possible to create an RPG with Diablo-like graphics on a $75,000 budget?  Yes, absolutely -- assuming you're willing and able to do the necessary work, you're aiming for something of reasonable scope, you're willing to have non-exclusive rights to at least some of your assets and you go about things in the right way.


Will it be possible for you?  We can't really tell you that.



Hope that helps! :)

#5171835 2d tutorials and learning resources

Posted by jbadams on 06 August 2014 - 04:27 AM

Thanks for the links guys, looks like I need to fix up the formatting again and include these additional links.

#5170885 [joke topic] Sky Blue or Cerulean Blue? (4X in Space)

Posted by jbadams on 01 August 2014 - 08:29 AM

For the record, Acharis' use of our design (and writing) forums is perfectly in line with the intended purpose, and judging from the amount of thoughtful responses, as well as the up-votes (and lack of down-votes) given it doesn't seem to be annoying to the majority of people.